Manbearcat
Legend
First, the fiction. I feel like much of this will be self-evident, but lets just make sure.
Each character in 4th edition will have (bare minimum), a Race, a Class, a Background, and a Theme (Heroic Tier). At every moment, a GM's job is to make the conflicts inherent to these PC build components (and related Quests) the focus of play, to represent the antagonism/obstacles which interposes itself between the heroes and their goals. The GM does this by framing action which imposes thematic, interesting decision points upon the players representing their PCs. The outcomes of these decision-points should have immediate repercussions that in turn, change the situation adversely or favorably.
In a Skill Challenge, you have a win condition and a loss condition. Once the scene is over and the mechanics are resolved, the unfolding narrative should emerge with a story win or a story setback or loss.
Ok, with that obligatory bit out of the way...
What would this look like integrated with combat? How does one accomplish interesting, relevant noncombat resolution (of the 4e variety) in the midst of combat. Let us start with the fundamental goal of combat:
Opposing sides try to prevent the loss of something precious.
That precious thing could be a great many things (life, territory, a loved one, a charge, honor, the sanctity of a vow, a work, etc), but combat is about losing something you don't want to give up. So what should the stakes of a Skill Challenge which is integrated with a combat be about? Typically, rather than being an alternative to combat, it should be related to the stakes of the combat in a way that if the PCs choose to ignore it, they do so at their peril. Peril here could be either (a) it will involve a related story loss, (b) it will negatively impact their combat goal, or (c) preferably both.
So how about an example:
One of the PCs is a Sohei Theme with the Background of Pivotal Event - Possession. Someone within her mountain temple had invited an Abyssal entity into their midst and, in cruel irony, weaponized the warrior-monk (who had taken a vow to protect the priesthood). When she finally either was able to fight off the clutches of the demon (or it released her), she realized the horror of her slaughter. Evidence pointed to a coup and, ultimately, she (and the other PCs) tracked down the cult as they were carrying out their demonic master's wishes by desecrating the ancient barrow where the generations of the temple's holy protectors were each interred after their vigil had ceased.
And by desecrated, I definitely mean re-animated to fight for the wicked cause, of course.
Alright, second installment will be about the mechanization of integrating Skill Challenges with Combat.
Feel free to talk amongst yourselves about any of the above or spitball how one might mechanize the above example.
Each character in 4th edition will have (bare minimum), a Race, a Class, a Background, and a Theme (Heroic Tier). At every moment, a GM's job is to make the conflicts inherent to these PC build components (and related Quests) the focus of play, to represent the antagonism/obstacles which interposes itself between the heroes and their goals. The GM does this by framing action which imposes thematic, interesting decision points upon the players representing their PCs. The outcomes of these decision-points should have immediate repercussions that in turn, change the situation adversely or favorably.
In a Skill Challenge, you have a win condition and a loss condition. Once the scene is over and the mechanics are resolved, the unfolding narrative should emerge with a story win or a story setback or loss.
Ok, with that obligatory bit out of the way...
What would this look like integrated with combat? How does one accomplish interesting, relevant noncombat resolution (of the 4e variety) in the midst of combat. Let us start with the fundamental goal of combat:
Opposing sides try to prevent the loss of something precious.
That precious thing could be a great many things (life, territory, a loved one, a charge, honor, the sanctity of a vow, a work, etc), but combat is about losing something you don't want to give up. So what should the stakes of a Skill Challenge which is integrated with a combat be about? Typically, rather than being an alternative to combat, it should be related to the stakes of the combat in a way that if the PCs choose to ignore it, they do so at their peril. Peril here could be either (a) it will involve a related story loss, (b) it will negatively impact their combat goal, or (c) preferably both.
So how about an example:
One of the PCs is a Sohei Theme with the Background of Pivotal Event - Possession. Someone within her mountain temple had invited an Abyssal entity into their midst and, in cruel irony, weaponized the warrior-monk (who had taken a vow to protect the priesthood). When she finally either was able to fight off the clutches of the demon (or it released her), she realized the horror of her slaughter. Evidence pointed to a coup and, ultimately, she (and the other PCs) tracked down the cult as they were carrying out their demonic master's wishes by desecrating the ancient barrow where the generations of the temple's holy protectors were each interred after their vigil had ceased.
And by desecrated, I definitely mean re-animated to fight for the wicked cause, of course.
Alright, second installment will be about the mechanization of integrating Skill Challenges with Combat.
Feel free to talk amongst yourselves about any of the above or spitball how one might mechanize the above example.
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